Very, very much want to add deferred rendering, global illumination

Nice, thanks :slight_smile:

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It’s worth to study your work deeper! :slight_smile:

Do you know this example with lots of light sources made without shader? demo

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Yes! I never got that far into shader code thanks to @Heaust-ops. I think it really needed this “oh-really-you-can-do-that??” moment.

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Do you know this example with lots of light sources made without shader?

So every material has a max lights capacity, when you go over it, it gets capped in the order it was included.

What this PG seems to be doing is make sure the outta range lights are excluded, and make sure the lights that are capped are the furthest out.

It manages extended amount of lights by clever culling : O

That means you prolly can’t do this on large surfaces like terrain, or anywhere you have to share material, like instancing

It’s really clever and would prolly work for anything other than very specific circumstance : )

It’s worth to study your work deeper!

Much obliged : )

I never got that far into shader code

Lesgoo one of us, one of us! : D

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This technique reminds me the old days on Commodore Amiga where you could use maximum of 32 colors from a palette so we divided the screen and we changed the palette for example in the middle of the screen so we ended up with 32 colors for the upper portion of the screen and 32 for the lower but you couldn’t mix both color palettes together.

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I did not realize you were on Amiga dude!!

Fond memories :smiley:

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Check this out master:

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Ok now we talk :smiley:

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